Black hair material instead of selected material
I did some poking around and it turns out you can't use subsurface shading or normal mapping for hair particles. So I added a new texture called "Shantae_Particle", deleted the Fresnel subsurface input, and used tangent mapping instead of normal mapping and it works now.

Also note that the Principled BSDF has Fresnel built in so there is usually no need to add it in other ways.

Here is the screenshot and below it is the fixed blend file.